Difference between revisions of "Community Medic strategy"

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In similar to the single Medic strategy, the double Medic or Chain Über strategy is a theoretical gameplay strategy for Medics that, if executed successfully, can allow a pair Medics to wreak havoc to the enemy team. However, it is a very situational tactic, and difficult to effectively pull off in most cases, therefore it being rarely seen in games. The strategy requires two Medics, both with a [[Übersaw]] and a [[Medigun]]. This tactic will not work however if either has a [[Bonesaw]] and/or a [[Kritzkrieg]]. ''(For strategy procedure see [[Chain Über|main article]])''
 
In similar to the single Medic strategy, the double Medic or Chain Über strategy is a theoretical gameplay strategy for Medics that, if executed successfully, can allow a pair Medics to wreak havoc to the enemy team. However, it is a very situational tactic, and difficult to effectively pull off in most cases, therefore it being rarely seen in games. The strategy requires two Medics, both with a [[Übersaw]] and a [[Medigun]]. This tactic will not work however if either has a [[Bonesaw]] and/or a [[Kritzkrieg]]. ''(For strategy procedure see [[Chain Über|main article]])''
  
Communication between the two Medics is vital for this strategy to work. However, this strategy has a number of difficulties that can prevent it from being achieved. Firstly, if at any point the healing Medic loses their beam on the attacking Medic, it will leave him vulnerable and the strategy may jeopardize. Secondly, if the attacking Medic is not able to land at least 4 hits at the enemy, then their ÜberCharge will not be immediately full, as is necessary. This may happen due to the enemy simply retreating away from the attacking Medic, being knocked back by Sentry Gun fire, explosives or on rarer occurrences [[compression blast|reflected]] by Pyro or [[stun]]ned by a Scout. A third way this strategy can fail is if the two Medics get split so far apart that one can't heal the other due to an explosion, Sentry Gun fire, or a Pyro's compression blast. The one that's not deploying his ÜberCharge will be left vulnerable, and most likely unable to get enough hits in time to charge his ÜberCharge.
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Communication between the two Medics is vital for this strategy to work. However, this strategy has a number of difficulties that can prevent it from being achieved. Firstly, if at any point the healing Medic loses their beam on the attacking Medic, it will leave him vulnerable and the strategy may jeopardize. Secondly, if the attacking Medic is not able to land at least 4 hits at the enemy, then their ÜberCharge will not be immediately full, as is necessary. This may happen due to the enemy simply retreating away from the attacking Medic, being knocked back by Sentry Gun fire, explosives or on rarer occurrences [[compression blast|reflected]] by a Pyro. A third way this strategy can fail is if the two Medics get split so far apart that one can't heal the other due to an explosion, Sentry Gun fire, or a Pyro's compression blast. The one that's not deploying his ÜberCharge will be left vulnerable, and most likely unable to get enough hits in time to charge his ÜberCharge.
  
 
==See also==
 
==See also==

Revision as of 16:29, 2 October 2010

The Medic's primary role is to keep his team-mates alive using his Medigun. The Medic is the only class to be able to provide invulnerability in Team Fortress 2 via his ÜberCharge. This ability is often invaluable to his team both offensively and defensively and can turn the tide of battle.

General strategy

  • You constantly regenerate health. If you can escape a fire fight, you can survive. Don't run into situations with a suicide mindset as with some other classes.
  • To make playing the class more enjoyable, select 'Options' from the main TF2 menu, then click the 'Multiplayer' tab, click 'Advanced...' and check 'Medigun continues healing without holding down fire button.'. Thus, when you want to heal someone, just click them once and the Medigun will automatically lock-on and continue healing so long as it's distance and line of sight limits are not broken. If you wish to stop healing, simply click again (on your current patient or another one).
  • Since you cannot heal yourself directly, always ask your allies to leave Health pickups for you, promising to heal them directly in return.
  • Unless you are forced to defend yourself, you should always be preparing your ÜberCharge. Find someone nearby and heal him, whether he is damaged or not. Your ÜberCharge meter will fill up (albeit more slowly) even while healing a team-mate with full health.
  • Always keep in mind who your Medic buddies are.
  • As of the September 15, 2009 Patch, when damaged, a Medic that is not carrying a Blutsauger will regenerate 3 health per second. Unless the Medic is damaged again, after 5 seconds his regeneration rate increases to 6 health per second. If at any time the Medic takes damage, it starts the timer over and reverts to 3 health per second. A Medic that is carrying a Blutsauger will heal at 1 and 4 health per second, respectively. If you opt not to carry the Blutsauger, this gives the Medic the ability to regenerate his health fairly quickly if he is not damaged for certain amount of time, and increases your survivability if set on fire (as the base 3 health per second will nullify half of the fire's effects). This regeneration has nothing to do with whether or not you are healing someone else.
  • If you are threatened by an enemy and your target does not realize, don't be afraid to stop healing them and fight back. Most players will not expect a Medic to strike back, and taking such a risk may be what keeps you alive, preventing the loss of an ÜberCharge.
  • An ÜberCharged Pyro is incredibly dangerous, especially to low-level enemy Sentry Guns and turtling foes. With only 8 seconds of invulnerability a Pyro can do an astounding amount of damage, as the Pyro is much faster than the Heavy and doesn't have to pause to reload like the Soldier. A nearby Pyro can make a very useful target for your ÜberCharge, especially in enclosed areas. However, beware that the Pyro has to get close to be useful and that the enemy team will likely try to keep you away using knockback.
  • A common problem for an Übered team trying to destroy enemy Sentry Guns is the Sentry Gun's knockback. The knockback will prevent you and your Übered buddy from getting in close range. As an Übered Medic, always try to walk in front of your patient and draw the Sentry Gun's attention. The Sentry Gun will switch targets to you, allowing your buddy to get as close as he needs to be. This is most necessary with the Pyro and Heavy classes. Always remember, do not jump while doing this, or you will be knocked across the map or possibly pinned to the skybox.
  • The ÜberCharge bar fills up faster if the Medic heals wounded allies instead of focusing on healthy ones. (This leads to a Soldier/Demoman strategy of intentionally damaging oneself to build up a Medic's ÜberCharge.) This is called 'leeching' or 'Übering up'. This is no longer necessary to do during setup time as the charge rate was increased in the December 20, 2007 Patch.
  • The Medigun beam can bend around corners. Use this to your advantage to heal your target while being protected from fire. As long as you have a direct line of sight to your patient, you can heal him.
  • Once locked on with your Medigun, it doesn't matter what direction you face, so turn around frequently to watch for Spies, as Medics are one of their highest priority targets.
  • It is important to try and stay out of sight when playing Medic. One of the biggest differences between playing the Medic well and just playing the Medic is the ability to know where enemies are and to stay out of their sight while still healing your fellow team mates. Corners work well for this, and crouching helps to make you a smaller target which makes you harder to hit.
  • While staying out of sight is important, sometimes it is impossible and you must expose yourself to enemy fire to support your team on offensive pushes. It can be helpful to play defensive while building an ÜberCharge and only pushing out to the front lines when close to charged.
  • You will find many enemy players will often ignore healing targets and instead focus on trying to kill you first. It is important to realize when you are being singled out and act accordingly—remember if your heal targets are not under serious fire themselves, you don't necessarily need continue healing them. A good Medic can use his own priority target status against enemies by leading them on wild goose chases or fighting back unexpectedly. Advanced Medic play is often a question of priorities, and in the vast majority of situations, the number one priority of a Medic is to stay alive as long as possible or at least until an ÜberCharge.
  • A common mistake that some Medics make is healing only one person. On the battlefront many people are getting wounded and are in need of a Medic to heal them so they can continue their assault or defense uninterrupted. Healing multiple people also benefits you, as you will receive assist credit for your team mates kills, and if your team mates are not at their maximum overheal capacity, you will also fill your ÜberCharge meter faster.
  • You are unable to capture a point while ÜberCharged, and neither is your patient. However, you will both receive capture points for being on the point while ÜberCharged as a fellow teammate captures it, and you can capture points as normal when deploying a Kritzkrieg charge.
  • While under the effects of an ÜberCharge, it is possible to change Medigun targets. If you do this quickly enough you can effectively have more than one ÜberCharged team mate at the same time, as there is a delay before each player loses the ÜberCharge when you switch. (as of the April 1, 2008 patch, this drains your ÜberCharge faster than ÜberCharging only one person) Übercharging two teammates simultaneously also unlocks the "Second Opinion" achievement.
  • Communicate with the person you are healing about upcoming dangers and enemy Spies, as they are your lifeline and may not see enemies coming up from the side or behind. A quick shout may make all the difference and preserve your ÜberCharge meter.
  • Inform your team mate when you have your ÜberCharge ready. Even though there is a sound that plays in the game, they may not notice it. A lot of the time your Medigun target will tell you when they are ready for you to use it, otherwise use your best judgment.
  • When it comes to an ÜberCharge, make sure you know who's making the decisions. Ask your Medigun target if they will call it or if you should deploy it at a time of your choosing. If they don't respond when you ask them, then you should assume that it is up to you.
  • Be aware that enemy Spies in disguise can also call for a Medic. It may be a good idea to have your team communicate over voice chat in conjunction with the game's built-in voice functions to verify the identity of those who are calling to be healed.
  • Distance is not a large factor when it comes to healing. That means you don't have to be standing right next to your partner. Give yourself some space away from the action, preferably around corners or behind stationary items. But beware that you must stay within a certain radius or the beam will break, so stay reasonably close.
  • When capturing a control point that is being contested you don't have to be the one standing on it. Duck behind an obstruction and heal your allies that are capping. Reserve the option to hop on if there is no enemy threat.
  • A useful candidate for your Medigun can be an Engineer. By healing an Engineer who is under attack you can allow them to repair their Sentry Gun continually without worrying about death, making his Sentry Gun that much harder to take down. This can work especially well when an Engineer is under attack by a Soldier, Demoman, or Heavy.
  • Even an invincible player can have a hard time single-handedly wiping out the entire enemy defensive line. To make the most of each ÜberCharge, activate it when many other team mates are nearby and encourage them to attack alongside you. Your ÜberCharge may frighten and distract the enemies, drawing fire away from your team mates and effectively making it easier for them to attack.
  • One of the most important aspects of playing the Medic is understanding what Overhealing is, and how it works.
    • If a Medic heals a teammate already at 100% health, it will take 1 to 3 seconds to raise them to 150% health (overhealed). The time it takes depends on the class; those with the highest starting health take the longest to overheal.
    • The overheal health buff will decay completely in exactly 20 seconds for all classes as long as the overhealed target takes no damage. A Heavy has more overheal health to lose than a Scout does but since 20 seconds is the rule, the Heavy loses more health per second.
    • The HUD indicates overheal by a pulsing border around the health indicator of the heal target (both on the heal target's HUD and the Medic's heal target display). The border will diminish as the overheal decays.
    • When approaching an objective, as a Medic you should try to keep multiple team mates on the front line overhealed instead of only your primary healing target.
    • Overhealing players fills your ÜberCharge meter at the same rate as healing injured players does, so you should try to overheal every team mate that you see. Even if you are being the Medic exclusively for one player, it is beneficial for everybody on your team if you overheal as many players as possible. Remember, however, that healing injured players should always be your primary objective and as such, team mates who have sustained damage should be put ahead of overhealing.
  • Pyros often target Medics before offensive classes in order to keep them from putting out burning teammates. So, if you see a Pyro while healing a teammate, fall back to the furthest distance the Medigun allows, and don't be afraid to temporarily abandon your patient if the Pyro charges you rather then them-- often, doing so will save both of your lives.

Weapon Specific

Medigun

The Medigun is a straightforward device, but remember that once you've started healing a target, you will stay "locked-on" to him until you release the fire key or the target moves out of range. This has several implications:

  • Never stop moving! As a Medic, you are a prime target to enemy Spies and Snipers. Constantly jumping, ducking, and strafing makes you a harder target to kill.
  • Check behind you often. Since you don't have to face your healing target once you have started healing, watch in every direction. You may spot a Spy or a hidden enemy well before your team-mates do. Alert them with voice commands or voice chat. If your buddies are too busy to take out the Spy, and he is still disguised, Bonesaw/Übersaw him and hope for a Crit. Otherwise, you can try using your Syringe Gun/Blutsauger to drive him off. They deal damage too slowly to kill the Spy before he can Cloak and run away, most of the time, but if he tries to take you out with a Revolver, make sure you move around a lot to make his aiming difficult. They have low enough health such that you can usually get them before they get you.
  • Constantly move your crosshair over other allies; keep tabs on all of their life totals, and heal whoever needs it the most. This also helps you boost your ÜberCharge faster.
  • There are two advanced settings that are incredibly useful. The first is the marker over the player you're healing. The last thing you ever want is to think you're healing your Heavy, but actually be healing the Scout right infront of him. The second is auto-Medic call; this has your teammates appear to call for Medic as soon as their health drops below a % point you can set. This allows you to easily see which of your teammates are injured in half a second, rather than having to mouse over every single one of your teammates while watching your back.
  • The Medigun beam can bend around short corners: use this tactic to keep you out of direct enemy fire. However, keep in mind that your Medigun beam is visible to enemies. Don't assume that just because you are not immediately visible that foes won't target you.
  • If you have an ÜberCharge and are in any danger of being quickly killed, activate it. It's better to survive and potentially ÜberCharge an ally than to die with a full ÜberCharge meter.
  • If you are forced to choose between keeping any other player alive and another Medic, choose the Medic. He probably has some charge built up: in which case it maybe better to keep the Medic alive and sacrifice another class than to lose time waiting for the Medic to respawn and recharge.
  • Heal damaged players first. Even if you heal them a small amount, it is often better to heal someone low on health than to boost another to 150%.
  • You charge up your Über faster by healing anyone under 150% of their max health. If you can't find someone to self-damage themselves to keep this fast rate going, find a group of people to heal up to 150% over and over one at a time. This will essentially build it just as fast as a Soldier or Demoman hurting themselves for you.
  • Since you heal over time, you should use this advantage even when you have full HP. If the player you are healing is low on HP and/or is reloading, and there is not risk of immediate death from enemy gunfire, running in front of your buddy to take a shot or two is sometimes a good way to defend a point. This is especially effective if you have another Medic healing you while you are healing another class.
  • If there is any reason at all to suspect that someone is a Spy, try to go through them with your Bonesaw equipped.
  • Every map is different in its own way and with that, so is the healing process. You must constantly think which class will do the most good overhealed on every map. The healing order is different on Badlands compared to Granary.

Kritzkrieg

  • The Kritzkrieg relies a lot on the skill level of your patient; if he has good aim you shouldn't have any problems. The Kritzkrieg's ÜberCharge cannot be used on yourself, so if your patient dies it's wasted, and because it doesn't have any invulnerability like the Medigun, your patient can die if he isn't careful enough (especially from backstabs).
  • It should also be noted that the Kritzkrieg effects aren't nearly as obvious to the player receiving the charge as the normal ÜberCharge (with the glowing outline around the player models). This might require more diligent communication between patient and Medic.
  • The Kritzkrieg's ÜberCharge is useless against a Medigun ÜberCharge due to its invulnerability, but the Kritzkrieg charges 25% faster than the Medigun so you can use it before the enemy can, as well as more often.
  • Although Crits count as normal damage against buildings and so won't help against the Sentry Gun itself, if you Kritz a Demoman or Soldier the splash damage from their rockets and grenades can easily kill the engie hiding behind the Sentry Gun as well as any other players near it. Once the engie is dead the Sentry Gun is usually quickly disposed of.
  • Heavies, Soldiers and Demomen are the three best classes to kritz. Though any class can be lethal while kritzed, these three are far more lethal than the rest. The choice is situational:
    • Soldiers and Demos are very similar; however, they have slightly different uses. Soldiers excel in taking out compact groups of enemies, such as on a Capture Point or around the Payload cart. If you do kritz a Soldier, be sure they have a normal launcher and not the Direct Hit, as the main portion of his damage will come from the splash damage. As the reload time after firing all four rockets can take a while, try having two Soldiers there and switching as soon as the first one finishes firing. (270 damage per rocket)
    • Demos will yield varying results compared to Soldiers. While a direct hit from a Crit grenade does a considerable amount more than a rocket, the splash damage is mediocre compared to that of the Rocket Launcher. Another thing to remember is that stickies placed before being kritzed will not Crit if detonated during the charge, unless they were random Crits. In general, the Demo is better for taking out Sentry Gun nests, as his arc allows him to simultaneously kill the Engineer and his buildings in one fell stroke, while a Soldier might have a harder time attacking around the Sentry Gun. The same issue with reload times as the Soldier also applies. (300 damage per nade/350 per sticky)
    • Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows him to concentrate on as many enemies as he can hit in the time of the kritz. Also, as Crits don't have damage fall off over distance like normal shots, so the Heavy can be very lethal even at long ranges. A kritzed Heavy does approximately 1080 damage per second (assuming all bullets connect).
  • Try attacking from either of the flanks, behind the enemy, from cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to redirect fire at you.
  • If on fire and low on health, spam the Oktoberfest taunt ('G' key), it can save your life.
  • Remember that unleashing a Kritz charge does not have any effect on your vulnerability; you can still be killed. Try to use a Kritz before you take damage, so your Medic buddy will be able to kill whatever threats present before you die.
  • An unusual tactic is to have a Spy on your team disguise as a friendly combat class, such as a Heavy, and act as your Medic buddy. When you deploy the Kritzkrieg über, the enemy team is ready to run away from the slow Heavy, and will be surprised to find that you are übering a Spy, who will be able to chase them down. This surprise, combined with the fact that the Revolver deals 120 damage per Crit and has the quickest reload in the game, can have devastating results for the enemy, provided that your Spy friend has good aiming skills.
  • Use Kritzkrieg on a Natascha wielding heavy. The damage output is greater and the ability to slow down enemies will almost guarantee a kill every time.

Oktoberfest

  • It's usually just easier to let your health regenerate. But it can compensate for the Blutsauger's lower health regeneration and save your life when on fire.
  • You can set your Kritzkrieg to keep attached to teamates after you release the button in the advanced multiplayer options. This even applies while taunting! Use this to your advantage by using the taunt behind cover while your Medic buddy is fighting.

Syringe Gun

The Syringe Gun's arcing shots may be annoying in mid-range combat, but it does give you a few strategic advantages.

  • Remember to lead your targets, as the needles travel fairly slowly. This may make it harder to hit moving targets, but if you can predict the path of an enemy fairly reliably, you can get some good damage in.
  • You can fire over barriers and obstructions, allowing gravity to pull your needles down to hit targets that are not in your direct field of view.
  • If you fire at a steep enough angle, your needles can actually rain almost straight down onto targets on the other side of a wall, making it difficult for them to determine where the attack is coming from.
  • Although Engineers and Spies may intimidate you in a 1 on 1 fight; remember that you move faster, regenerate health, and have a high capacity, quick reloading weapon. As long as you dodge effectively you should be able to defeat them if necessary.
  • Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire which can add up to a surprising amount of damage if you can get lots to hit your target.
  • Your Syringe Gun can prove effective against unattended Sentry Guns. Simply find some cover, and arc your shots across, allowing you to safely attack the Sentry Gun.
  • If you find yourself having to retreat without an escort to back you up, the Syringe Gun works well for suppressive fire.
  • If you come across a firefight that is far enough above or below you that your Medigun beam can't reach your teammates, fire some syringes from long range. Your opponents will probably not notice you, and you may contribute just enough damage to give them the upper hand.
  • Do not underestimate the Syringe Gun, if used in a good player's hands it can be a devastating weapon, especially when you fire Critical needles, which can tear an enemy's health bar in a hurry.
  • The Syringe Gun has a better passive heal than the Blutsauger, so dedicated healing Medics are much better off wielding the Syringe Gun. If attacked while you are wielding the Syringe Gun, it is better to retreat while laying down suppressive fire, instead of charging the enemy. The increased passive heal also dramatically reduces the effect of fire afterburn and coupled with the Oktoberfest taunt (assuming that you're carrying a Kritzkrieg), it could easily save your life.

Blutsauger

  • Whenever a projectile hits an enemy, three health is added to the Medic who fired the shot. As compensation, the passive health regeneration of the Medic is reduced by 2 HP/sec, with the end result of health regeneration at 1 HP/sec to 4 HP/sec.
  • With the Blutsauger regenerating your health, it makes a much better retreat weapon when your Medic Buddy has been killed than the normal Syringe Gun.
  • The 'Q' key is your friend. It switches back to whatever weapon was equipped last before your current weapon, which should be your Blutsauger. As you don't have nearly as much regen as you would with the standard, your main source of health while on the run will be what you shoot; wasting precious seconds switching weapons is the difference between life and death, and losing hard earned Über-meter.
  • Following on the above, the Blutsauger is only if you know you have the skill for it. If you don't know how to lead targets, have generally poor aim, or cannot switch weapons quickly, you're going to be better off with the standard Syringe Gun.
  • Classes that run at the normal run speed (Engineers, Spies, Pyros, Snipers) can just barely gain ground on a Medic running backwards away from a fray, who runs faster than all classes except the Scout. This allows the Blutsauger-wielding Medic to spray his pursuers with blood sucking needles. So, even if he is damaged, he can outpace a chasing Pyro (for example) and recharge his health while simultaneously draining enough health from the enemy that the pursuer will either die or retreat to refill his health. The Pyro will never get close enough to use his Flamethrower, and if he changes to his secondary weapon, the Medic can use his superior speed to dodge the Shotgun blasts or flares.
  • The Blutsauger cannot overheal you.
  • If you're caught behind enemy lines without a buddy, such as when your ÜberCharge runs out, fire the Blutsauger at anyone you can see while retreating. Even if you're taking enemy fire, you may regenerate just enough health to get away safely.
  • If you're on fire and you don't have much life left, you can stop healing your Buddy to attack with the Blutsauger and restore some health. Be careful not to get in front of your buddy or you will receive damage intended for him and you won't have much life left to survive.

Bonesaw

  • The Bonesaw has more frontloaded damage than the Syringe Gun, but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. It also has a higher Crit rate than the Syringe Gun, giving you a better chance at a crippling hit.
  • The Medic's higher-than-standard speed often makes this weapon more likely to score kills than other melee weapons, but this is no excuse for recklessness.
  • The Übersaw is usually seen as a straight upgrade to the Bonesaw, because of both the value of ÜberCharges and the fact that in most melee fights the extra time between swings has little effect.

Übersaw

  • The Übersaw has a 20% slower attack rate than the Bonesaw, but will charge up your ÜberCharge meter by 25% per each successful hit.
  • The Übersaw is especially useful for taking out Spies that may be attempting to backstab your patient, as you not only kill the Spy in two hits, but also fill your ÜberCharge by 25% per hit, provided the Spy is uncloaked and undisguised, in which case you will only get Über on the killing blow.
  • Notice a Scout running through your base under the effects of the Bonk! Atomic Punch energy drink? While using your Übersaw against him will not cause any damage, the Übersaw will still increase your ÜberCharge meter by 25%. Since most Scouts tend to use Bonk! Atomic Punch in range of your fellow Engineer's Sentry Guns, it's a safe way to build up your next charge.
  • Try to use your Übersaw only for filling your ÜberCharge, not for repeatedly slashing enemies to death. If you can escape, you will have a substantial advantage due to your filled Über.
  • The Übersaw allows use of the Chain Über strategy against unprepared teams.
  • The Übersaw can be used as a last resort weapon if a Medic has 50% Über they can get an Über by hitting an enemy twice. Therefore to prevent death a Medic can use the Übersaw to quickly obtain Über and use the ÜberCharge to prevent death. Recommended that you have a quick Über script for this strategy, however not necessary.

Spinal Tap

  • Due to the length of the taunt, it (like all other taunts) is not recommended unless used against distracted foes. If a Medic happens to run upon a Heavy firing his mingun from behind, he can also easily take him out with this taunt. It can also be fun to use during humiliation, but its not the best taunt to use during this period.
  • The taunt gives 50% ÜberCharge to you upon use (assuming you kill someone with it). Use your judgment; it can be better against low health classes like Snipers, while Heavies can often survive 3-4+ normal hits, allowing you to fully charge your Über-meter.
  • The taunt can be used to stun ÜberCharged enemies and waste their über time. The taunt won't kill the übered player but it will still give you 50% ÜberCharge.

Map Specific ÜberCharge Strategy

  • As the Medic is such a versatile class and there is practically no situation where a team can do badly with one, these map specific strategies are going to be lists of the most common and most practical places to deploy Ubercharges and Kritzkriegs, with the classes preferably to said locations should the need arise. It is worth keeping in mind that any area an ÜberCharge can be deployed in a Kritzkrieg can also be used unless stated, so remember that they are interchangeable unless otherwise noted.
  • Any mentioned directions apply to the team the bullet point is for on Attack/Defense and Payload maps, e.g. The first point of the first area of Dustbowl is on the left side for the BLU team, and the right side for the RED team.
  • Unless it is a point mentioned specifically to do with the map (like the roof of Badwater Basin or the Central Bridge of Badlands), anti-Über defenses (such as airblasting Pyros or counter Übers) will not be mentioned as these too are universal and can be applied to almost any situation.

Dustbowl

Attack

  • At the first area of the first stage, it is recommended to send at least one ÜberCharge out of the left main gate, as it will be the spearhead of your offense and also break through the possible traps or defenses the RED team has built up to keep you in spawn.
  • If a Sentry Gun has been built on the right side next to or behind the house, an ÜberCharge through there can also help out immensely as otherwise your team will be gunned down even if they break out of the left or middle doors.
  • Using an ÜberCharge to take the point is reliable as there will often be a level 3 Sentry Gun along the right walkway or in the corner. For this a Heavy is probably best, as his potential for damage in the house's cramped space is high when he is spun up.
  • If Übercharging near or at the entrance to the point, be careful of airblasting Pyros trying to spoil your efforts as the small doorway is a very good spot for the Pyro to throw your target back a few feet and disrupt the charge (they may also attempt to knock you into the gully, in which case you can either advance behind the house or run back to the spawn via the middle door).
  • The top left tunnels and bottom right tunnels may have an Engineer set up with a level 3 Sentry Gun by the time the first point is captured. These will need an Über as usually they are built too far away from the corner and accompanied by too many people for people to attempt destroying them on their own. The limited space in these areas makes a Pyro Über incredibly useful (especially with the Backburner) and often will be too cramped for RED players to escape the flames (just be sure to run ahead of your patient to reduce the knockback he receives).
  • The last area of the first stage will almost always have a Sentry Gun, positioned either in the building with the point itself (in the very left corner) or to the right slightly around the corner, both of which can cover the point effectively. A Demoman Über will be the most useful here as the small amount of room in the building will maximize the Demoman's effectiveness with his explosive weapons and the right area leads to the enemy spawn, effectively allowing you to cut off their reinforcements so your team can rush the point.
  • Building an Über in the top left and top right tunnels for the left and right Sentry Guns respectively is your best plan of action, but make sure to watch your back as the tight corners and stairways are a Pyro's optimum conditions to take you by surprise, as well as other close range classes (like Spies if you have your back turned or Chargin' Targe Demomen).
  • If another Medic is already working on an ÜberCharge, try a Kritzkrieg from the top right battlements. The higher ground lets you and your patient see over the immediate area, and if the Sentry Guns are destroyed you can rush toward the RED spawn as a distraction, pinning them in their spawn if you have the chance.
  • The first area of the second stage is initially quite difficult to enter from the ditch outside the spawn without an ÜberCharge, as there may be Sentry Guns on the roof of the right house, sticky traps on the gates or other measures to waste or take away your Über. To counteract this, have either you or another Medic push in with a regular charge to destroy all the traps and initial defenses, and follow up with your own or another Medic's charge of either type to mop up the remainder of the RED team.
  • Do not build charges behind the right house, as the RED team can easily fire grenades, stickies and rockets into the tight space, send a Pyro or Spy round the back of the house to surprise you or even drop down on you from the roof. Instead, try the opposite side, crouching below the wall so you are immune from sniping.
  • Pushing into the left building from the ground floor or the left passage is a good way of directly accessing the point so you can take out any defenses otherwise hidden in the building. A Sentry Gun may also be behind the point or to the right around the corner opposite the point. For the close range destruction a Heavy or Pyro would work best, and when it comes to the faraway Sentry Guns the Demoman with his grenades/stickies helps tremendously.
  • In the event of an Engineer having set up inside the far house, do not use an ÜberCharge or Kritz as the very small rooms can be easily routed by a passing Soldier or Demoman with their explosive weapons.
  • At the last point area, try holding off your charges until you reach the area of the point itself and not using your charge in the previous courtyard or tunnel. If you want to destroy any Sentry Guns on the right side, an Übered Demoman or Heavy will be the best choice as they can destroy a Sentry Gun quickly and then lay waste to your enemies freely. Do not jump or try running at the Sentry Gun however, as unless you are on the ground floor you're very likely to be launched across the map and be chased down, having wasted the Über.
  • Destroying Sentry Guns on the left side is significantly easier than the right as you can get near them via the left tunnels and hide near the large rock when you are trying to hold the charge for as long as possible. However, do not attempt this if there are a number of airblast Pyros around as the open area and linear pathway to the point makes them very harmful to your charge.
  • Alternatively, use a Kritzkrieg after a normal ÜberCharge has rushed in to take the point by storm and keep the RED team in their spawn (now much closer than in the previus stage). You can also hide behind the left rocks and charge a projectile using class like a Soldier to deal Heavy damage.
  • You may need to use an ÜberCharge to free up the right tunnel with the one way gate. Don't be afraid to use your charge in here (especially if there is an enemy sentry set up) as it can provide a temporary save haven for building charges in should your teammates be diligent and look for enemies coming in.
  • The last stage's first area will almost always need an ÜberCharge to deal with the inevitable Sentry Gun or two on either the left or right sides. The same classes work fine for either side (being Soldier, Demoman and Heavy) but it is worth noting that Pyro Übers are especially effective on Sentry Guns stationed on the left side due to them being on the ground floor. On the right side, however, the Sentry Guns will either be up a small ramp or in the top right route from the RED spawn, so the combination of knockback and the Flamethrower/Backburner's short range will make it very difficult to reach them.
  • At the start of the round, either use a regular ÜberCharge immediately or retreat into the spawn as it is a very popular tactic for the RED team to push into your spawn with either an ÜberCharge or a Kritzkrieg (or even both). Otherwise, you will need to spend another minute charging, which could be time spent putting pressure on the enemy team and even capturing the point.
  • The final areas of the last stage are probably the most difficult place to successfully build an ÜberCharge in the map, as it is a set of corridors often subject to a large amount of projectile spam, hiding Spies, and enemies coming from the rear stairs. To counteract this, try hiding in corners to minimize any damage you take or the chance of you being spotted, and using your charge earlier than usual when pushing in to compensate for the increased chance of you losing the Über.
  • Pushing with a Demoman is best for destroying any Sentry Guns in the area but when trying to hold the RED team on their side of the bridge, a Heavy with Kritzkrieg does the best job. If you decide to do this, make sure the Heavy either pushes in when there are no Sentry Guns around or he keeps out of the lines of sight of any Sentry Guns in the distance or around corners.
  • The tunnel is also a good place to push from with either charge, as an ÜberCharge can bypass any defenses in the top left corridor by going by going directly across the bridge, and a Kritzkrieg Demoman or Heavy can fire upwards at the enemy to stop them going towards the gully, cutting off an easy escape route from other Übers your team pushes with.
  • When crossing the bridge, watch out for airblasting Pyros again as here is where they can completely waste your Über by blasting you into the gully. For this reason, try to only charge in when you know that at least one enemy Pyro is dead or distracted.

Defense

  • Defending the first area's first point is a lot more focused on the Kritzkrieg, as if used correctly with the right classes (Soldier or Demoman) you can take out a considerable number of players in very little time. This buys your team more time at the start of a round to build up defenses, and might even kill the charged Medics on the BLU team (though only if they stand outside the range of the resultant Critical explosives in spawn). If they counter Über with a proper ÜberCharge, retreat or hide and try to take them from the left side or the windows in the point building.
  • In the event that the BLU team push into the point with a regular ÜberCharge, do not panic and instead either retreat to the second point to build your own up, or even counter with another regular charge so as to block the point. If doing so, be sure to let your team know that you have so they will continue to defend the point and not leave you to be killed as soon as the charge wears off.
  • The second point area is a lot more suited to the normal ÜberCharge, as the passages to it are unpredictable and may make a Kritzkrieg a bad choice. This is especially apparent when the BLU team push down the right stairway with a normal Über, as you will need to block it before the point caps with the amount of people running in with the charge. If you can, try to stay out of sight until their ÜberCharge pushes in and be sure to ask for at least one Heavy class to stay at the point as a countermeasure.
  • It is entirely possible to jump along the side of the top right tunnel and onto the small Sniper ledge if you are skilled with this jump. In the eventuality that you are and can get a teammate up there (most likely a Soldier or Demoman as it is easily accessible to them) then you can take a charge into the tunnel and purge any BLU players from there. When this is done, you can either hold the one way gate open to let your teammates in to cut off one of the BLU team's potential entrances to the second area, or escape via the same gate.
  • Try not to push the BLU team right back to the first point as there are too many alternative entrances to the one you are pushing through, and so they can quite easily evade your charge and advance through another route.
  • Defending the first area of the second stage will require a mix of the two types of ÜberCharge, with the normal version being useful for destroying any Sentry Guns or people in the tunnel and spawn area of the BLU team, and the Kritzkrieg for cleaning out the tunnel and courtyard in front of the point building. For both of these application, standing on the top of the left house will keep you hidden somewhat, and also out of harm's way (though watch for Spies coming up the back ladder). You can also stand on the raised area next to the point, though you may be sniped from the far left if you don't hide inside.
  • When the first area has been taken, regularly run back in there or the left tunnel with a charge to deter enemies for a short time and cut off any BLU players in areas closer to the point from reinforcements. You can access the first area through a number of different pathways, so try to take the least occupied one.
  • If you are trying to retake the tunnel, a normal Über will be necessary as Engineers will set up their bases in there as soon as possible, making Kritzkriegs ineffective at best unless you can get a Soldier to kill the Engineer tanking his Sentry Gun with splash damage.
  • When defending the first area of the last point, use an Übered Heavy, Pyro, Demoman or Soldier to rush into the enemy spawn area and force them back into their actual spawn. In the cramped corridors the effectiveness of any counter Über measures are reduced, so you can use close range patients such as Backburner Pyros to their full advantage. A Kritzkrieg works too, though you will have to wait until the BLU team's Übers have been used/eliminated, and if you wish to stay safe when activating the charge just stand in the windows of the right building and have a Soldier fire rockets into the courtyard.
  • Ubering to stop the point being captured is a risky prospect as it is far away from the RED team's safe zones, and you can be easily knocked off or blown up prior to activating the charge. Instead, your patient should fire directly at the point or push around the corner to stop any more BLU players running across.
  • The Kritzkrieg shines in the last areas of the final stage, as the tight conditions and corner-based chokepoints mean that a Critically charged Demoman or Heavy can storm the BLU team's area and deal massive damage in a very short space of time and often killing their Medics while they build Über. A normal Über won't work quite as well, but can be used for taking out any Sentry Guns that the BLU team put up to maintain their front lines.
  • Keep the pressure on the BLU team high, and use Übers regularly to make sure the enemy team gets no breathing room. With the amount of damage your teammates will be taking from around the corner, you can regain and build ÜberCharges in a very short space of time.
  • Try to mix up your routes to attack the enemy from if you can, as it keeps them on their toes and will cause Heavy damage if they aren't prepared for a particular charge (such as a Pyro Über pushing from the tunnel behind them) and may even push them back to the first point area as a result.
  • If you have a normal ÜberCharge ready and the enemy team push in while you have nobody to heal, activate your charge and just stand on the point, as you can easily buy your team a few seconds of time for them to respawn and destroy a group of people on the point. The same applies if you can only Über a single person or a non combat ready class, such as an Engineer or Sniper.

Gravel Pit

Attack

  • This map works well with either the ÜberCharge or the Kritzkrieg as many of the potential Sentry Gun locations can be fired at from outside their range. If you find a Sentry Gun that you will not be able to take down despite having a Kritzkrieg, simply ask an explosive or ranged class to deal with the Sentry Gun before rushing in (if necessary, you can also use the Syringe Gun's needle arc to hit an unattended Sentry Gun).
  • When coming out of the door to A, it may be worth using a normal ÜberCharge straight away to save you or your patient from being killed by stickytraps. However, if you plan to do this, make sure that the stickytraps cannot be cleared any other way, and that the enemy are close enough for your charge to do some damage after pushing out.
  • When capturing A, stay with a potential charge target near the door/corridor going to C. This will reduce your chances of being backstabbed as Spies will usually try to kill a person or two when a crowd of people is on the point itself, and will deny the RED team any chances to manually block the point.
  • When jumping out of the far right door at B, use your charge regardless of what type it is (unless there is a Sentry Gun and you are using the Kritzkrieg, in which case stay hidden until you know it's safe to rush in). This will at the very least serve as a distraction so friendly players can dispose of any defenses and shift the RED team's attention away from other potential entrances to the point, such as the rear ramp or the roof for high jumping classes.
  • When running from one point to another via the C entrances and exits, make sure not to be seen by any spawning RED players. If you are, make it imperative that as soon as you can use it effectively, deploy the ÜberCharge to decrease the chances of you losing your charge to any enemies trying to come up behind you.
  • Ubercharging in to destroy Sentry Guns at C is probably your best bet, as using it at the bottom of the point will be a waste since you will need to spend the time running up to the capture zone, and on the point itself you will be unable to capture the point while Ubered (allowing the RED team to simply knock you off and completely waste your efforts).
  • A Kritzkrieg can also be used with a Demoman or Soldier to good effect on the last point, as you can fire Critical explosives up at any enemies congregating on the point. That said, be particularly careful of ambushing Pyros from the left or right sides, and also reflecting Pyros on the point itself (the distance from the area entrances to the point being long enough for Pyros to easily time their reflects and aim them appropriately).

Defense

  • If you can manage it, charge a Kritzkrieg before the round starts. This will allow you to reliably charge a Soldier or Demoman, hurling highly damaging explosives into the BLU spawn and possibly killing many players (thus buying your team more time to build up their defenses).
  • If nobody except you and a patient are at A when the round starts, hide under the point next to the health pack. This will mean that when the BLU team pushes onto the point en masse, you can charge up there and kill a large amount of them (depending on the class you have Ubercharged), also blocking the capture in the process.
  • At B, the best thing you can do is charge an ÜberCharge and then simply wait for the BLU team to push in. This will mean you can counter Über them, prompting them to run away and lose focus on the point (also giving you a window of opportunity to kill them as they flee).
  • A Kritzkrieg can be very useful around the B point for disposing of any BLU players scattered around the point during a push, minus those that are Ubercharged. This means you can wipe out any flanking classes and try to protect the point with Crits, should the enemies be in the process of capturing it.
  • At C, the normal ÜberCharge comes in very handy for destroying any forward bases BLU Engineers have put up. The most common of these arrangements are situated in the halls to the right of C, also serving as the corridor between A and C. Any Sentry Guns here, with the exception of those placed in the exit doorway to A, can be destroyed via splash damage or round corners, allowing you to save your charge for the BLU team themselves. When trying to push the BLU team back from this area, make sure that your team has other players on the opposite side of the hallway, otherwise the enemies might simply be displaced to the C point area instead of back into A.
  • Charging on the point can also be used to block it should a BLU push be successful, acting as a temporary block on the capture. However, the small area and high altitude of the point make being knocked back a problem, as if you are airblasted or shot off you are unlikely to make it back up in time to stop the capture.
  • When attempting to push the BLU team right back into one of the previous points, be alert as to the status of point C and try to keep within a certain distance from it. Otherwise, you may push too far out and leave it open to Backcapping from Spies or Scouts.

Advanced Strategies

Solo Medic Strategy

Another strategy with the Medic is the Solo Medic that, if used correctly, can devastate an ill-prepared team. The strategy requires one Medic, with Übersaw and normal Medigun equipped. The Medic ÜberCharges himself, and while being ÜberCharged, switches to the Übersaw (becoming vulnerable) to get hits into some enemies. The Medic then switches back to Medigun and become invulnerable again. Since every Übersaw hit adds 25% to the ÜberCharge meter, it stacks with the current übercharge, thus making the Medic invulnerable for a longer time. This strategy is much more difficult to pull off than the Double Medic strategy, since you're not invulnerable the whole time. Even while actively wielding the Übersaw, your ÜberCharge meter still drains at the same rate as when you're invulnerable. The key is to learn how to switch between your Medigun and Übersaw quickly to take minimal damage, and get the maximum number of hits into enemies to keep your meter up. For instance, use this strategy against Soldiers: Switch to your Medigun when they shoot their rocket and hit them while they reload. Using the Solo Medic strategy around enemy Heavies and Pyros may prove to be problematic, as they will mow you down the moment you equip the Übersaw and do not need to reload.


A Medic Executing the Solo Medic Strategy


Double Medic Strategy

Main article: Chain Über

In similar to the single Medic strategy, the double Medic or Chain Über strategy is a theoretical gameplay strategy for Medics that, if executed successfully, can allow a pair Medics to wreak havoc to the enemy team. However, it is a very situational tactic, and difficult to effectively pull off in most cases, therefore it being rarely seen in games. The strategy requires two Medics, both with a Übersaw and a Medigun. This tactic will not work however if either has a Bonesaw and/or a Kritzkrieg. (For strategy procedure see main article)

Communication between the two Medics is vital for this strategy to work. However, this strategy has a number of difficulties that can prevent it from being achieved. Firstly, if at any point the healing Medic loses their beam on the attacking Medic, it will leave him vulnerable and the strategy may jeopardize. Secondly, if the attacking Medic is not able to land at least 4 hits at the enemy, then their ÜberCharge will not be immediately full, as is necessary. This may happen due to the enemy simply retreating away from the attacking Medic, being knocked back by Sentry Gun fire, explosives or on rarer occurrences reflected by a Pyro. A third way this strategy can fail is if the two Medics get split so far apart that one can't heal the other due to an explosion, Sentry Gun fire, or a Pyro's compression blast. The one that's not deploying his ÜberCharge will be left vulnerable, and most likely unable to get enough hits in time to charge his ÜberCharge.

See also